To be honest though, Amara is not great at being a glass cannon. That’s not to say she can’t do stupid damage, only that her damage only really translates to survivability via sustainment - which is great, yes, but Fl4k (for instance) can get actual seconds of cooldown back on crit (iirc), regain ammo on crit, etc. Not to mention they can set up for actual absurdly high damage single-shots or incredibly quick high damage stacking, and has pets & fadeaway for aggro relief. Zane as another example has the seein’ dead & the barrier and can directly translate damage to survivability in more than one way, & also has aggro relief.
Amara isn’t really set up that way. She likes high fire rates, short reloads, and extra projectiles. She needs high damage numbers still flying around even while reloading and cooling down, for Sustainment to pull its weight. She needs crowd control.
The hyperfocus seems to have fallen off a little in DPS for mayhem 2.0, but the kaoson would be a good addition to the build. The stickies do damage during a reload, and the bullets reflect with indiscriminate & then explode. Basically, for all but light to medium density mobs, you will need damage output even when you’re not pulling the trigger. The OPQ is great, but I’ve found it puts me down way more than I like. Amara gets so much out of extra elements (aka, bonus elemental projectiles), and that makes the OPQ a bit risky. The recursion is good, but an ammo hog. The lob and the yellowcake are great, but there’s way too many “holes” in their damage output, which nerfs Sustainment, and down you go.
I love the double-down shield with her. She gets a ton of survivability out of its perks. Maybe try adding that to the mix.